• Publisher: Sega
  • Release Date: Nov 13, 2006
  • Summary: Medieval 2: Total War boasts an impressive array of new graphical and gameplay enhancements, including the capability for a massive 10,000 dynamic characters to be taken into battle at any one time. On top of this, The Creative Assembly have implemented a fully redesigned multiplayer mode that offers a dynamic multi-battle campaign bolstered by an unprecedented level of visceral combat choreography that reflects the brutality of medieval warfare. Set in the most turbulent and bloody era in European history, Medieval 2: Total War allows gamers to lead their armies across the battlefields of Europe and the Holy Land before discovering the Americas and doing battle with the fearsome Aztecs. Medieval 2: Total War offers a vastly enhanced terrain model to create new graphically rich environments portraying breathtaking cliff top castles and enhanced settlement features that are unique to each civilisation. [Sega] Expand
Score distribution:
  1. Positive: 39 out of 39
  2. Mixed: 0 out of 39
  3. Negative: 0 out of 39
  1. An exceptional game that brings history alive with enormous flair and clarity.
  2. What's really most interesting about all of these changes, however, is that you now need to pay attention to all major aspects of the game to win, even at lower difficulty levels.
  3. Take the contents and theme from Medieval. Mix them with eye candy from "Rome," add some spice and you have a winner on your hands. [Dec 2006, p.82]

See all 39 Critic Reviews

Score distribution:
  1. Positive: 49 out of 62
  2. Negative: 5 out of 62
  1. jp
    9
    Good game, bravo!, but no Rome:Total War.
    • 5 of 5 users said yes
  2. Chmero
    6
    Well, first of all, the problem in sieges where infantry will fan out when ordered to attack so only 5 guys at a time go at the enemy, archers on top of walls or inside the city fire 3-7 arrows and usually in random directions, making ranged combat while defending virtually impossible. I get the whole cavalary charge thing, makes perfect sense, but why the hell can't they take down routed enemies? I have to tell them to move past the fleeing enemy, and when they're on top of them, then tell them to attack so that they actually do anything. Also, cavalary has the same problem as infantry while inside cities, they fan out in a cloud when ordered to attack. Other than those bugs, the game is divine. Expand
    • 1 of 3 users said yes
  3. Meatcritic
    3
    Unforgivable bugs make the game nearly unplayable. Veterans of Shogun: Total War will remember units ignoring orders issued to the unit group. Well, 3 releases later, CA still hasn't figured it out. AI is practically incapable of launching a siege, typically knocking down the first ring of walls and not bothering to move on to rings 2 and 3. Once repelled, the sieging attackers stop their rout just outside the city walls, making you hunt them down one by one before victory is declared. Cavalry doesn't charge or run down fleeing enemies; infantry units fan out into large clouds when ordered to attack, creating a front line consisting of 5-10% of the unit; AI battle strategy seems to consist of standing still, being picked apart by arrows, and trampled to death from the front, rear, and sides as you visibly march your armies around its forces. Difficult to believe the game underwent minimal (if any) beta testing. Sega should have released a flexible engine and allowed the mod community to design the rest. (Did I mention a bugfix mod exists solely to correct critical errors CA was too lazy to fix? One community member even sent CA a corrected version of the game files, and the developers still implemented the fix incorrectly in the patches.) Do not buy, and don't buy Empire: Total War until you've played a bit of the game and can verify the same mistakes aren't repeated for a 5th time. Expand
    • 1 of 4 users said yes

See all 62 User Reviews

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